genesis-3d_engine/Engine/ExtIncludes/physX3/windows/characterkinematic/PxExtended.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

273 lines
6.4 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_PHYSICS_CCT_EXTENDED
#define PX_PHYSICS_CCT_EXTENDED
/** \addtogroup character
@{
*/
// This needs to be included in Foundation just for the debug renderer
#include "PxPhysX.h"
#include "foundation/PxTransform.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
// This has to be done here since it also changes the top-level "Nx" API (as well as "Nv" and "Np" ones)
#define PX_BIG_WORLDS
#ifdef PX_BIG_WORLDS
typedef double PxExtended;
#define PX_MAX_EXTENDED PX_MAX_F64
#define PxExtendedAbs(x) fabs(x)
struct PxExtendedVec3
{
PX_INLINE PxExtendedVec3() {}
PX_INLINE PxExtendedVec3(PxExtended _x, PxExtended _y, PxExtended _z) : x(_x), y(_y), z(_z) {}
PX_INLINE bool isZero() const
{
if(x!=0.0 || y!=0.0 || z!=0.0) return false;
return true;
}
PX_INLINE PxExtended dot(const PxVec3& v) const
{
return x * v.x + y * v.y + z * v.z;
}
PX_INLINE PxExtended distanceSquared(const PxExtendedVec3& v) const
{
PxExtended dx = x - v.x;
PxExtended dy = y - v.y;
PxExtended dz = z - v.z;
return dx * dx + dy * dy + dz * dz;
}
PX_INLINE PxExtended magnitudeSquared() const
{
return x * x + y * y + z * z;
}
PX_INLINE PxExtended magnitude() const
{
return PxSqrt(x * x + y * y + z * z);
}
PX_INLINE PxExtended normalize()
{
PxExtended m = magnitude();
if (m)
{
const PxExtended il = PxExtended(1.0) / m;
x *= il;
y *= il;
z *= il;
}
return m;
}
PX_INLINE bool isFinite() const
{
return PxIsFinite(x) && PxIsFinite(y) && PxIsFinite(z);
}
PX_INLINE void maximum(const PxExtendedVec3& v)
{
if (x < v.x) x = v.x;
if (y < v.y) y = v.y;
if (z < v.z) z = v.z;
}
PX_INLINE void minimum(const PxExtendedVec3& v)
{
if (x > v.x) x = v.x;
if (y > v.y) y = v.y;
if (z > v.z) z = v.z;
}
PX_INLINE void set(PxExtended x, PxExtended y, PxExtended z)
{
this->x = x;
this->y = y;
this->z = z;
}
PX_INLINE void setPlusInfinity()
{
x = y = z = PX_MAX_EXTENDED;
}
PX_INLINE void setMinusInfinity()
{
x = y = z = -PX_MAX_EXTENDED;
}
PX_INLINE void cross(const PxExtendedVec3& left, const PxVec3& right)
{
// temps needed in case left or right is this.
PxExtended a = (left.y * right.z) - (left.z * right.y);
PxExtended b = (left.z * right.x) - (left.x * right.z);
PxExtended c = (left.x * right.y) - (left.y * right.x);
x = a;
y = b;
z = c;
}
PX_INLINE void cross(const PxExtendedVec3& left, const PxExtendedVec3& right)
{
// temps needed in case left or right is this.
PxExtended a = (left.y * right.z) - (left.z * right.y);
PxExtended b = (left.z * right.x) - (left.x * right.z);
PxExtended c = (left.x * right.y) - (left.y * right.x);
x = a;
y = b;
z = c;
}
PX_INLINE PxExtendedVec3 cross(const PxExtendedVec3& v) const
{
PxExtendedVec3 temp;
temp.cross(*this,v);
return temp;
}
PX_INLINE void cross(const PxVec3& left, const PxExtendedVec3& right)
{
// temps needed in case left or right is this.
PxExtended a = (left.y * right.z) - (left.z * right.y);
PxExtended b = (left.z * right.x) - (left.x * right.z);
PxExtended c = (left.x * right.y) - (left.y * right.x);
x = a;
y = b;
z = c;
}
PX_INLINE PxExtendedVec3 operator-() const
{
return PxExtendedVec3(-x, -y, -z);
}
PX_INLINE PxExtendedVec3& operator+=(const PxExtendedVec3& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
PX_INLINE PxExtendedVec3& operator-=(const PxExtendedVec3& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
PX_INLINE PxExtendedVec3& operator+=(const PxVec3& v)
{
x += PxExtended(v.x);
y += PxExtended(v.y);
z += PxExtended(v.z);
return *this;
}
PX_INLINE PxExtendedVec3& operator-=(const PxVec3& v)
{
x -= PxExtended(v.x);
y -= PxExtended(v.y);
z -= PxExtended(v.z);
return *this;
}
PX_INLINE PxExtendedVec3& operator*=(const PxReal& s)
{
x *= PxExtended(s);
y *= PxExtended(s);
z *= PxExtended(s);
return *this;
}
PX_INLINE PxExtendedVec3 operator+(const PxExtendedVec3& v) const
{
return PxExtendedVec3(x + v.x, y + v.y, z + v.z);
}
PX_INLINE PxVec3 operator-(const PxExtendedVec3& v) const
{
return PxVec3(PxReal(x - v.x), PxReal(y - v.y), PxReal(z - v.z));
}
PX_INLINE PxExtended& operator[](int index)
{
PX_ASSERT(index>=0 && index<=2);
return (&x)[index];
}
PX_INLINE PxExtended operator[](int index) const
{
PX_ASSERT(index>=0 && index<=2);
return (&x)[index];
}
PxExtended x,y,z;
};
PX_FORCE_INLINE PxVec3 toVec3(const PxExtendedVec3& v)
{
return PxVec3(float(v.x), float(v.y), float(v.z));
}
#else
// Big worlds not defined
typedef PxVec3 PxExtendedVec3;
typedef PxReal PxExtended;
#define PX_MAX_EXTENDED PX_MAX_F32
#define PxExtendedAbs(x) fabsf(x)
#endif
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif